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African Clearing

510353928Analyzed
2v2 RM · 8h ago on Sep 30, 2026· 51m 6s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇧🇷 Turks · Brazil
955
+14
🇹🇷 Huns · Türkiye
936
+15
🇸🇪 Magyars · Sweden
925
-15
🇸🇪 Spanish · Sweden
911
-14
Player eAPM Actions Feudal Castle Imperial Opening
37 1,880 14:18 18:46 38:58 ⛏ Fast Castle
31 1,590 13:03 21:42 39:20 ⚔ Scouts into Skirms
20 1,037 17:43 22:52 38:13 ⛏ Fast Castle
11 576 13:25 24:23 49:51

Resources

Player Food Wood Gold Stone Spent Collected
18,490 11,055 11,155 4,335 45,035 53,986
16,965 15,336 8,955 2,595 43,851 60,440
13,980 14,940 10,120 3,470 42,510 49,524
10,675 6,850 4,110 3,000 24,635 25,702
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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